godot/scene/2d/navigation_obstacle_2d.h

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2017-02-28 12:10:29 +00:00
/**************************************************************************/
/* navigation_obstacle_2d.h */
2017-02-28 12:10:29 +00:00
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
2017-02-28 12:10:29 +00:00
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef NAVIGATION_OBSTACLE_2D_H
#define NAVIGATION_OBSTACLE_2D_H
#include "scene/2d/node_2d.h"
class NavigationObstacle2D : public Node2D {
GDCLASS(NavigationObstacle2D, Node2D);
RID obstacle;
RID map_before_pause;
RID map_override;
RID map_current;
real_t radius = 0.0;
Vector<Vector2> vertices;
bool avoidance_enabled = true;
uint32_t avoidance_layers = 1;
Transform2D previous_transform;
Vector2 velocity;
Vector2 previous_velocity;
bool velocity_submitted = false;
#ifdef DEBUG_ENABLED
private:
RID debug_canvas_item;
void _update_fake_agent_radius_debug();
void _update_static_obstacle_debug();
#endif // DEBUG_ENABLED
protected:
static void _bind_methods();
void _notification(int p_what);
public:
NavigationObstacle2D();
virtual ~NavigationObstacle2D();
RID get_rid() const { return obstacle; }
void set_avoidance_enabled(bool p_enabled);
bool get_avoidance_enabled() const;
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
void set_radius(real_t p_radius);
real_t get_radius() const { return radius; }
void set_vertices(const Vector<Vector2> &p_vertices);
const Vector<Vector2> &get_vertices() const { return vertices; };
void set_avoidance_layers(uint32_t p_layers);
uint32_t get_avoidance_layers() const;
void set_avoidance_mask(uint32_t p_mask);
uint32_t get_avoidance_mask() const;
void set_avoidance_layer_value(int p_layer_number, bool p_value);
bool get_avoidance_layer_value(int p_layer_number) const;
void set_velocity(const Vector2 p_velocity);
Vector2 get_velocity() const { return velocity; };
void _avoidance_done(Vector3 p_new_velocity); // Dummy
private:
void _update_map(RID p_map);
void _update_position(const Vector2 p_position);
};
#endif // NAVIGATION_OBSTACLE_2D_H